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  <front>
    <journal-meta />
    <article-meta>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Davide Catta</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Wojciech Penczek</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Laure Petrucci</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute of Computer Science, Polish Academy of Sciences</institution>
          ,
          <addr-line>Warsaw</addr-line>
          ,
          <country country="PL">POLAND</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>LIPN, CNRS UMR 7030, Université Sorbonne Paris Nord</institution>
          ,
          <addr-line>Villetaneuse</addr-line>
          ,
          <country country="FR">FRANCE</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this work, we investigate a variant of the Four Glasses Puzzle (FGP) through the lens of formal verification. Although the puzzle appears to be unsolvable at first glance, formal verification enables the discovery of a correct solution. We demonstrate how the model can be constructed and reduced through progressive abstractions, ultimately yielding a concise and comprehensible model that captures all possible puzzle configurations. This last model is easy to understand, even for non-specialists. Finally, by analysing the strategic capabilities of the player, we present a solution to the puzzle.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>• After each turn, the tray is randomly rotated, eliminating any positional reference.
• The solution must guarantee success in a finite number of steps, without relying on luck.</p>
      <p>The puzzle can be analyzed through the lens of game theory and theoretical computer science. The
problem can be reinterpreted as a two-player game where Player 1 (the agent) attempts to align the
glasses using limited actions, and Player 2 (the environment) introduces uncertainty by randomly
rotating the tray after each move. The agent’s lack of positional knowledge creates a scenario of
imperfect information, akin to games like poker or robotics under sensor noise.</p>
      <p>The puzzle’s elegance has inspired numerous generalizations. In this paper, we focus on a particularly
devilish variant of the original one in which the blindfolded person additionnally wears boxing gloves
and cannot sense glass orientations—only flip them blindly. This removes tactile feedback, transforming
the problem into a purely combinatorial game.</p>
      <p>Purpose of this work In this paper, we model the aforementioned devilish variant of the Four Glasses
Puzzle through the lens of formal verification of multi-agent systems .</p>
      <p>This approach highlights how abstract logical frameworks can be grounded in tangible, intuitive
problems. By distilling complex ideas like strategy invariance and partial observability into the
bartender’s challenge, we bridge recreational mathematics and formal verification, ofering a concrete
entry point to explore theoretical computer science principles. What makes the bartender problem
interesting from a verification perspective is that the bartender has no information about the current
state of the system. Whatever action they choose must work regardless of how the glasses are actually
arranged. This means the strategy cannot depend on the state—it must be the same for all situations that
are indistinguishable from the agent’s point of view. In technical terms, the strategy must be uniform.</p>
      <p>This idea has a clear analogue in distributed and autonomous systems. In many real-world cases,
agents operate with limited or no access to the global state. A robot, a sensor, or a protocol—all must
follow a fixed plan that works in all the situations they cannot tell apart. In this sense, finding a uniform
winning strategy is like designing a local, deterministic algorithm that guarantees the right outcome
under uncertainty.</p>
      <p>The bartender puzzle, in this version, becomes a small but sharp illustration of this challenge. It
shows how strategy synthesis under partial information connects logic, games, and system design.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Formal Models at Work</title>
      <p>We start with introducing a variant of of the Four Glasses Problem.
2.1. A Devilish Variant of the Four Glasses Problem
We consider a variant of the Blind Bartender with Boxing Gloves problem [1]. The setup is as follows:
four glasses are placed at the corners of a square tray, and each glass is either upright or upside down.
A blindfolded person wearing boxing gloves aims to make all the glasses face the same direction.</p>
      <p>On each turn, the person may choose one of three actions: flip a single random glass, flip two adjacent
random glasses, or flip two random glasses located on opposite corners (i.e. along a diagonal). After
declaring the desired action, the corresponding glasses are flipped—but the person receives no feedback
and does not know which glasses were afected. If the goal has not been achieved after the move, the
tray is rotated by an unknown angle.
2.2. Formal modelling
Given this problem description, we can provide a precise mathematical model in the form of a directed
graph with labelled edges. The states of the graph will represent one of the 16 possible configurations
of the glasses (each glass can be either up or down, yielding 24 possible combinations). Each edge
between two states will be labelled with an action. The input state represents the state from which a
given action can be performed, while the output state represents one possible result of applying that
action to the given input.</p>
      <p>Definition 1 (Game). Given a finite set  of actions, we define a game  = (,→{− } ∈,  ,  ) as a
directed graph, where  is a set of nodes (states),→{− } ∈ is a set of edges (arcs) labelled by actions, and
 ⊆  is a set of initial states and  ⊆  is a set of final (winning) states. We say that a game is a
turn-based two player game if the set  is the union of two disjoints set 1 and 2 and for each , ′ ∈ 
if →−  ′, then  ∈ 1 ∧ ′ ∈ 2 or  ∈ 2 ∧ ′ ∈ 1.</p>
      <p>A play  in a game is any non-empty alternated sequence 0, 0, 1, . . . of states and actions such
that 0 ∈  , and  →− +1 for each index  ≥ 0 of the play. Moreover, we require that any play ends
in a state if the play is finite, and we call histories finite plays.</p>
      <p>A strategy for a player  is a function  that takes as input a history ending in a state  ∈  and
outputs an action  that labels an edge leaving . A play  = 0, 0, 1, . . . is compatible with a
strategy  if for every index  of the play, if  ∈  then (0, 0, . . . , − 1, ) = . For each state
, by (, ) we denote the set of all maximal (w.r.t. the prefix order) plays starting in  that are
compatible with the strategy .</p>
      <p>We say that a strategy for a player is uniform if it returns the same output for plays that are
indistinguishable to the given player. We say that a uniform strategy is winning if the paths compatible
with it, starting from any initial state, are all finite.</p>
      <p>Our bartender acts without having any information about the current state of the game. Therefore,
his strategy should not depend on the current configuration of the game: in other words, the strategy
must return the same output for all plays that it cannot distinguish. Remark that in our context two
plays are indistinguishable for the bartender if they have the same length, and that all actions are
enabled in all three indistinguishable states (see the final attempt), and no action is enabled in the
winning states.</p>
      <p>First attempt. Now that we have defined the mathematical model for representing the game, let us
proceed to its concrete representation. Given that the bartender problem involves two players, it is
natural to model it as a turn-based two-player game. To do so, we need to define two disjoint sets of
states, each representing the possible configurations of the glasses on the tray. A natural choice is to
consider for each of the two sets, the 2×2 matrices over a two-elements set.</p>
      <p>Thus we define the first version of the bartender game, 1, as follows. The set of states  is defined
as the union of the set 1 of 2 × 2 matrices over {0, 1} and the set 2 of 2 × 2 matrices over {, }.
The set of actions  consists of two main types:</p>
      <p>= {t1, t2a, t2d} ∪ {ri |  ∈ {0, 90, 180, 270}},
where t1 corresponds to flipping a single glass, t2a to flipping two adjacent glasses, and t2d to flipping
two diagonal glasses. Each ri element represents the rotation of the tray by  degrees, with  ∈
{0, 90, 180, 270}.</p>
      <p>To model the transitions between these configurations, we define the edges, which describe how the
game state changes due to the actions of the bartender and of the other player. Consider a map  that
maps 0 to  and 1 to , we define the following rules for the transitions, for any matrix  diferent
from the unit and the zero one:
•  →−t1  ′ with  ∈ 1 if there exists exactly one position (, ) such that  ( ) ̸= ′ , and
for all other positions (, ) ̸= (, ), we have  () = ′. In other words, a single glass is
lfipped, and all other glasses remain untouched.</p>
      <p>
        t2d
•  →−−  ′ with  ∈ 1 if there exists a diagonal  ∈ {{(
        <xref ref-type="bibr" rid="ref1 ref1">1, 1</xref>
        ), (
        <xref ref-type="bibr" rid="ref2 ref2">2, 2</xref>
        )}, {(
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ), (
        <xref ref-type="bibr" rid="ref1 ref2">2, 1</xref>
        )}}
such that  ( ) ̸= ′ for all (, ) ∈ , and for all other positions (, ) ∈/ , we have
 () = ′. This means that two glasses on a diagonal are flipped.
      </p>
      <p>function  .</p>
      <p>
        For example:
•  →−−
 ′ with 
∈
1 if there exists a pair of adjacent positions

∈
lfipping two adjacent glasses, either horizontally or vertically.
{{(
        <xref ref-type="bibr" rid="ref1 ref1">1, 1</xref>
        ), (
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        )}, {(
        <xref ref-type="bibr" rid="ref1 ref2">2, 1</xref>
        ), (
        <xref ref-type="bibr" rid="ref2 ref2">2, 2</xref>
        )}, {(
        <xref ref-type="bibr" rid="ref1 ref1">1, 1</xref>
        ), (
        <xref ref-type="bibr" rid="ref1 ref2">2, 1</xref>
        )}, {(
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ), (
        <xref ref-type="bibr" rid="ref2 ref2">2, 2</xref>
        )}} such that  ( ) ̸= ′ for all
(, ) ∈ , and for all other positions (, ) ∈/ , we have  () = ′. This corresponds to
• →− ri  ′ with  ∈ 2 if  ′ is the result of rotating the matrix  by  degrees, modulo the
contains exactly the zero and the unit matrices.
      </p>
      <p>The set of initial states of 1 is 1 without the zero and the unit matrices. The set of final states
Remark: The only states with no outgoing transitions are the final states, corresponding to the
bartender’s tray with all glasses upside-down (the zero matrix) and the one with all glasses upright (the
unit matrix), i.e. those states where the bartender wins. Given this, asking for a solution to the blind
bartender problem with boxing gloves is equivalent to asking the following:
we have that each  ∈ (, ) is finite?</p>
      <p>Question: is there a uniform strategy  for player 1 such that for any initial state  of 1
Note that this solution has lots of states and transitions, therefore, we do not visualize it.
and some action .</p>
      <p>Second attempt</p>
      <p>Although 1 faithfully represents the turn-based structure of the original game, it
is somewhat forced. We had to artificially duplicate the number of states in order to have one set of
states from which the bartender can make a move and another set of states from which the other player
can act. Fortunately, we can easily address this modeling issue. For any triple of states in the model
described above, , , and , if  ∈ 1 and →−  →−  , then  ∈ 1, and if  ∈ 2 and →−  →−  ,
then  ∈ 2, since the game is turn-based.</p>
      <p>Thus, we can consider a simpler model, which we will call 2, where the set of states is simply 1,
the set of actions consists of the three actions of the bartender, the set of initial states is equal to the set
of initial states in 1 and →−   in 2 if and only if  ∈ 1 and →−  →−   in 1 for some  ∈ 2
transitions), so we do not show it.</p>
      <p>Given a play  on 1, let   denote its subsequence containing only states in 1 and actions of the
bartender. We have that for every play  in 1,   is a play in 2, and conversely, for any play  in 2,
there exists a play  in 1 such that  =  . Furthermore, note that any strategy  for the bartender
on 1 can be applied to 2. From the observations above, we immediately obtain the following:
Proposition 1. There is a winning strategy on 1 if and only if there is a winning strategy on 2.</p>
      <p>Even if 2 is smaller than 1, as it shows only the bartender, it is still huge (16 states and many
Third (and final) attempt The model just described is certainly more eficient than the first one. In
this model, we did not have to unnecessarily multiply the number of states, and we simply modelled
the second player by introducing greater non-determinism in the transition relation: given an action
and a state, the set of possible outcomes consists of all possible rotations of the tray after the action
is performed. However, this model is still not optimal, and we can do better. From the bartender’s
perspective, the two configurations where all glasses are either up or down are equivalent: in both
cases, the bartender wins. Similarly, the two configurations with two glasses facing one way along a
diagonal and two facing the other way are equivalent for the bartender, and so on. To be short, in the
Four Glasses with Boxing Gloves Problem, the equivalence between configurations is determined by the
symmetry of the 2x2 grid of glasses. This includes rotations (0°, 90°, 180°, 270°) and flipping (inverting
the positions of all glasses). The bartender’s goal is to move the glasses in a way that either all are
facing up or all are facing down, regardless of their initial orientation. Rotating or flipping the grid does
not fundamentally change the problem because the relative positions of the glasses and the actions
needed to achieve the goal remain the same. As such, configurations that are rotations or reflections
(flips) of each other are considered equivalent, meaning that they require the same strategy to solve.</p>
      <p>To sum up:
(≡ ) From the bartender’s point of view, two tray configurations M and M’ (with four
glasses on the tray) are equivalent if M’ can be obtained by rotating M by 0°, 90°, 180°, or
270°, and flipping all the glasses (changing each glass from up to down, or the other way
around).</p>
      <p>The equivalence classes generated by the relation defined above can be visualized in Table 1.</p>
      <p>Class</p>
      <sec id="sec-2-1">
        <title>All glasses equal</title>
      </sec>
      <sec id="sec-2-2">
        <title>Checkerboard pattern</title>
      </sec>
      <sec id="sec-2-3">
        <title>Two adjacent equal glasses</title>
      </sec>
      <sec id="sec-2-4">
        <title>Three equal glasses, one diferent</title>
        <p>Given this, we can define the third (and final) model of the blind bartender with boxing gloves. Let
us call this model 3. The set of actions  for 3 consists of the three actions of the bartender, the set
of states only counts four states ℓ1, ℓ2, ℓ3, and ℓ4. Each of these states represents an equivalence class
of glasses on the tray modulo the above-defined relation. In particular,
1. ℓ1 represents the class in which three glasses are equal and one diferent,
2. ℓ2 represents the class of checkerboard patterns,
3. ℓ3 represents the class of configurations with two adjacent equal glasses,
4. ℓ4 represents the class of configurations in which all glasses are equal.</p>
        <p>The set of initial states is equal to {ℓ1, ℓ2, ℓ3}. Finally ℓ→−  ℓ if there is a state  in the class
represented by ℓ and a state ′ in the class represented by ℓ such that →−  ′ in 2. A representation
of 3 is shown in Figure 1. Given the definition of the model, it is fairly immediate to prove the
following:
Proposition 2. There is a winning strategy on 1 if and only if there is a winning strategy on 3.</p>
        <p>So, solving the Blind Bartender with Boxing Gloves Problem comes down to finding a uniform
strategy—a fixed sequence of actions that does not rely on knowing the current state—guaranteeing
that, no matter the starting configuration, the system eventually reaches the goal state ℓ4.</p>
        <p>This problem can be formalised in strategic logics (see [5] for an introduction) as ⟨⟨⟩⟩ ℓ4.
This formula states that there exists a strategy (operator ⟨⟨ ⟩⟩) of the  model which ensures
that ℓ4 is eventually reached (operator  ). We consider the following semantics:
t2a,t2d
t2d
ℓ1ℓ3
t
2
a
t1
t
2
a
ℓ1ℓ2
d
2
t
t1</p>
        <p>ℓ1
t1 t2a,t2d</p>
        <p>• perfect recall: the bartender remembers the sequence of actions he has played.</p>
        <p>Let us analyse the behaviour of the system, starting from ℓ1ℓ2ℓ3 (remember the bartender does not
know the actual starting point). It is pictured in Fig. 2. Starting from this state, all operations are
possible from either ℓ1, or ℓ2, or ℓ3. When taking t1, the bartender can win by getting directly in ℓ4,
which is possible from ℓ1 only. Or it can lead to ℓ1 from ℓ2 and ℓ3 ; or to ℓ2 from ℓ1 ; or to ℓ3 from ℓ1. To
summarise, from the initial state t1 gets either to win of to any of the three states ℓ1, ℓ2 and ℓ3, without
yet any possibility to distinguish them, hence the self-loop on the initial state. Consider now t2d. If in
ℓ1, we stay there. From ℓ2 it leads to the winning state ℓ4. If in ℓ3, we stay there. Hence, either we get
to win, or we know that we are in ℓ1 or ℓ3, thus the state ℓ1ℓ3 in Fig. 2. Repeating such a reasoning
from ℓ1ℓ3 (and so on) allows for constructing the graph in Fig. 2.</p>
        <p>The idea here is to find a sequence of actions that necessarily goes to ℓ4. Notice that in the graph
of Fig. 2, the bartender may gain knowledge (e.g. can know that the current state is ℓ1) but due to
non-determinism, may again lose exact information (e.g. ℓ2ℓ3 is a successor of ℓ1). Choosing an action
that may get you to an already visited state in the graph does not help, so we will instead privilege
progress. Thus, initially, the bartender will choose action t2d: either the game is immediately won,
or the state is ℓ1 or ℓ3, but they cannot be distinguished at this stage. From there, choosing t2d does
not help, choosing t1 may win (if the bartender is lucky) or get back to the initial situation. Hence the
bartender chooses to progress with t2a. We continue in a similar manner and obtain the following
strategy for winning:</p>
        <p>t2d, t2a, t2d, t1, t2d, t2a, t2d
Note that this strategy is minimal, but other ones exist, including for example a cycle in the graph.</p>
        <p>Several semantics exist for strategic abilities (see [5]), some of them being undecidable in general.
Depending on the semantics, a winning strategy could be computed using a tool that supports reasoning
under imperfect information, such as MCMAS [6] or STV [7, 8].</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Modelling with Petri Nets</title>
      <p>and variable domains are :  ∈ {ℓ1, ℓ2, ℓ3},  ∈ {ℓ1, ℓ3}.</p>
      <p>One could argue that the transition t2d which is not leading to the winning state is useless, but this
is not the case: it represents a permitted action on ℓ1 and ℓ3 which has no efect.</p>
      <p>Another possibility would have been to use a single place (with a slight modification of the functions
used on arcs), and winning the game would resume to the reachability of marking ℓ4 in the sole place.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusions</title>
      <p>In this paper, we have presented progressively abstracted models for the Four Glasses Puzzle and
demonstrated how they can be used to derive a winning strategy for this seemingly unsolvable problem.
The puzzle has been employed with the general public—first as a magic trick, and then as a teaching
t2d
ℓ4
t2a
ℓ3
t1
t1
t2d
t1
t2a
t2a
ℓ1
ℓ2
t1
t1
t2a
t2d</p>
      <p>t2a 2()</p>
      <p>t2d
t1
1()


ℓ2
t2d
ℓ4
tool to illustrate how formal modelling and verification can be leveraged to uncover a solution, thereby
demystifying mathematical approaches.</p>
      <p>As possible extensions, this methodology could be adapted to incorporate timing constraints [9, 10, 11],
enabling the discovery of strategies that succeed within a specified time frame. Another interesting
direction would be to generalize the puzzle to accommodate any number of glasses. In such a case,
Coloured Petri Nets would provide a suitable framework for encoding tray configurations as tuples
attached to tokens, similar to what was presented in Section 3.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgments</title>
      <p>This work was supported by: CNRS IRP “Le Trójkąt”, the ANR-22-CE48-0012 project BISOUS, the PHC
Polonium project MoCcA (BPN/BFR/2023/1/00045).</p>
    </sec>
    <sec id="sec-6">
      <title>Declaration on Generative AI</title>
      <p>The author(s) have not employed any Generative AI tools.</p>
    </sec>
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